Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)

Lack of everything in magic.

SedoUmbra
SedoUmbra
✭✭✭
I know there is spell crafting planned and they guy on the job doesn't work there anymore but these little 'not in's annoy me. A lot.

1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)
2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)
3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)
4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)


Anyone agree or shall I prepare myself for rage?
  • Xantaria
    Xantaria
    ✭✭✭✭✭
    Prepare for rage.
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
    World First Tick-Tock Tormentor

    Proud Member of the Council of Exploiters.
  • Araxleon
    Araxleon
    ✭✭✭✭✭
    Xantaria wrote: »
    Prepare for rage.

    and make it double
  • SkillzMFG
    SkillzMFG
    ✭✭✭✭
    SedoUmbra wrote: »
    I know there is spell crafting planned and they guy on the job doesn't work there anymore but these little 'not in's annoy me. A lot.

    1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)
    2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)
    3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)
    4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)


    Anyone agree or shall I prepare myself for rage?

    As much as I agree with you, I don't see this happening....EVER. Because implementing these things would mean recreating the sorc class from scratch and I don't think ZOS can afford something like that.
  • Lynx7386
    Lynx7386
    ✭✭✭✭✭
    ✭✭✭✭✭
    1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)

    Sorceror: Bound Armor / Conjured Ward
    Dragonknight: Spiked Armor / Obsidian Shield
    Templar: Rune Focus / Sun Shield
    Nightblade: Gets screwed here with only blur for defense

    2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)

    This would be the conjured ward / obsidian shield / sun shield from above.
    3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)

    There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.

    If it's conjuration you're looking for:

    Sorcerors have familiar/clannfear and twilight (and storm atronach, if you include ultimates)
    Nightblades have conjured shades

    Conjuration is a bit sparse in this game, I'll agree, and spellcrafting was supposed to remedy that. We'll see in the future if anything is done.

    4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)

    Sorceror: Rune Prison
    Dragonknight: Petrify
    Nightblade: Agony
    Templar: None available

    While these arent technically banish abilities, they function in a similar manner by taking an enemy out of the fight. The problem is that they require more coordination and teamwork than anyone in this game seems to possess, and most of the time control abilities are not needed because you can just kill everything instead.




    Now, all that said, what's really missing is what spellcrafting was supposed to provide to the game. The fact that ZOS basically said "to hell with it, we give up on spellcrafting" doesnt help the situation any.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • The_Sadist
    The_Sadist
    ✭✭✭✭✭
    Lynx7386 wrote: »
    There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.

    Eh, so are vampires and werewolves and other factions. The whole fight fire with fire notion is very real here and there are instances were we use necromancy in one form or another to achieve certain goals.

    I had anticipated that the Necromancer would have been a class right off the bat, you can understand my disappointment when I discovered this was not the case.
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
    Tragrim - How do I work this thing?
    Casually stalking the forums
  • SedoUmbra
    SedoUmbra
    ✭✭✭
    Lynx7386 wrote: »
    1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)

    Sorceror: Bound Armor / Conjured Ward
    Dragonknight: Spiked Armor / Obsidian Shield
    Templar: Rune Focus / Sun Shield
    Nightblade: Gets screwed here with only blur for defense

    2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)

    This would be the conjured ward / obsidian shield / sun shield from above.
    3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)

    There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.

    If it's conjuration you're looking for:

    Sorcerors have familiar/clannfear and twilight (and storm atronach, if you include ultimates)
    Nightblades have conjured shades

    Conjuration is a bit sparse in this game, I'll agree, and spellcrafting was supposed to remedy that. We'll see in the future if anything is done.

    4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)

    Sorceror: Rune Prison
    Dragonknight: Petrify
    Nightblade: Agony
    Templar: None available

    While these arent technically banish abilities, they function in a similar manner by taking an enemy out of the fight. The problem is that they require more coordination and teamwork than anyone in this game seems to possess, and most of the time control abilities are not needed because you can just kill everything instead.




    Now, all that said, what's really missing is what spellcrafting was supposed to provide to the game. The fact that ZOS basically said "to hell with it, we give up on spellcrafting" doesnt help the situation any.


    I'm sorry but some of these are completely different to what I'm talking about. Your suggestions (don't know about Conjured Ward as I haven;t use it) aren't Wards. Wards deflect all spell damage while you have magicka, they don't reduce or negate all incoming damage for a little while.


    I know you have already mentioned that your suggestions for Banish Undead/Daedra aren't actual banishes but there is another problem with it, they aren't Daedra specific. Obviously if ZOS implemented this ability there would have to be an effect to regular enemies which is mild inconveniencing and then it becomes the very bane of their existence when used on undead or Daedra.


    And your necromancy point. There is no valid reason why necromancy shouldn't be useable. As The_Sadist said we can already be Vamps and WW which are the champions of Daedric Princes. You can even polymorph to look like a skeletron; they are bad. And in the Daedric Summoning kill line you can summon Clanfears and Stormatronachs are bad, but we summon ones that are good (guess we can pick well :P) But... we can't be a necromancer just because 1 necromancer is killing everyone?
  • Rosveen
    Rosveen
    ✭✭✭✭✭
    ✭✭✭✭
    SedoUmbra wrote: »
    Lynx7386 wrote: »
    1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)

    Sorceror: Bound Armor / Conjured Ward
    Dragonknight: Spiked Armor / Obsidian Shield
    Templar: Rune Focus / Sun Shield
    Nightblade: Gets screwed here with only blur for defense

    2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)

    This would be the conjured ward / obsidian shield / sun shield from above.
    3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)

    There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.

    If it's conjuration you're looking for:

    Sorcerors have familiar/clannfear and twilight (and storm atronach, if you include ultimates)
    Nightblades have conjured shades

    Conjuration is a bit sparse in this game, I'll agree, and spellcrafting was supposed to remedy that. We'll see in the future if anything is done.

    4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)

    Sorceror: Rune Prison
    Dragonknight: Petrify
    Nightblade: Agony
    Templar: None available

    While these arent technically banish abilities, they function in a similar manner by taking an enemy out of the fight. The problem is that they require more coordination and teamwork than anyone in this game seems to possess, and most of the time control abilities are not needed because you can just kill everything instead.




    Now, all that said, what's really missing is what spellcrafting was supposed to provide to the game. The fact that ZOS basically said "to hell with it, we give up on spellcrafting" doesnt help the situation any.


    I'm sorry but some of these are completely different to what I'm talking about. Your suggestions (don't know about Conjured Ward as I haven;t use it) aren't Wards. Wards deflect all spell damage while you have magicka, they don't reduce or negate all incoming damage for a little while.


    I know you have already mentioned that your suggestions for Banish Undead/Daedra aren't actual banishes but there is another problem with it, they aren't Daedra specific. Obviously if ZOS implemented this ability there would have to be an effect to regular enemies which is mild inconveniencing and then it becomes the very bane of their existence when used on undead or Daedra.

    Spell ward: Annulment
    Anti-daedra: chance to banish on Silver Bolts, generally Fighters Guild skills
  • SedoUmbra
    SedoUmbra
    ✭✭✭
    Rosveen wrote: »
    SedoUmbra wrote: »
    Lynx7386 wrote: »
    1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)

    Sorceror: Bound Armor / Conjured Ward
    Dragonknight: Spiked Armor / Obsidian Shield
    Templar: Rune Focus / Sun Shield
    Nightblade: Gets screwed here with only blur for defense

    2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)

    This would be the conjured ward / obsidian shield / sun shield from above.
    3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)

    There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.

    If it's conjuration you're looking for:

    Sorcerors have familiar/clannfear and twilight (and storm atronach, if you include ultimates)
    Nightblades have conjured shades

    Conjuration is a bit sparse in this game, I'll agree, and spellcrafting was supposed to remedy that. We'll see in the future if anything is done.

    4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)

    Sorceror: Rune Prison
    Dragonknight: Petrify
    Nightblade: Agony
    Templar: None available

    While these arent technically banish abilities, they function in a similar manner by taking an enemy out of the fight. The problem is that they require more coordination and teamwork than anyone in this game seems to possess, and most of the time control abilities are not needed because you can just kill everything instead.




    Now, all that said, what's really missing is what spellcrafting was supposed to provide to the game. The fact that ZOS basically said "to hell with it, we give up on spellcrafting" doesnt help the situation any.


    I'm sorry but some of these are completely different to what I'm talking about. Your suggestions (don't know about Conjured Ward as I haven;t use it) aren't Wards. Wards deflect all spell damage while you have magicka, they don't reduce or negate all incoming damage for a little while.


    I know you have already mentioned that your suggestions for Banish Undead/Daedra aren't actual banishes but there is another problem with it, they aren't Daedra specific. Obviously if ZOS implemented this ability there would have to be an effect to regular enemies which is mild inconveniencing and then it becomes the very bane of their existence when used on undead or Daedra.

    Spell ward: Annulment
    Anti-daedra: chance to banish on Silver Bolts, generally Fighters Guild skills

    Another person completely missing the point.
Sign In or Register to comment.